A possibly neo-classical stone doorway with wooden door and detail. No finished materials/textures. Clay finish with two lights and one camera to highlight the look. Basic lighting and materials are set up to render OK in luxrender via luxblender with minimal adjustment to render a clay look in Internal or Cycles.
Your quite right. I'm a bit rusty with Blender and going back, I can think of the stone balls as an example. They have far too many polygons + subdivision. The rear of them and a few other ornamental features could be deleted where they pass through the wall. The door mesh attempting to replicate wooden slats is high res. because to get a random wave for the edges and surfaces I used a random transform which I searched for from the SPACE bar. Thanks for the comments (an upvote with reservations). I'm interested in getting good constructive feedback.
upvoted. though certain parts seem to needlessly waste polygons with very little visual difference with/without the subsurfs